Showing Posts For WelRC.1356:
Since this game is about “play your way”, I support this, without the limit concept.
Although I don’t have different equipment sets yet, when I get them I just want to have an option of switching playstiles that better fits the moment without wasting time switching my equipment at bank, neither reseting my traits only with a trainer.
So basically your suggestion is to change their market approach because they don’t have money to hire more people to work at skill balance?
Current Job Openings (as seen on 11/22/2012 at ArenaNet)
Architect & Lead Developer Roles for ArenaNet
Audio Tools Engineer
Character Artist
IT – Systems Engineer
Marketing Copywriter
Mobile- Mobile Developer
QA – Quality Assurance Tester (Contract)
Senior Producer
Senior Programmer Roles at ArenaNet
Sr Recruiter – Recruiting Lead For Great Gaming Company
Web – Database Programmer
Web Developers for ArenaNet
That may answer about their profit and interest in further development on their products.
Also take a look here.
Please refer to the skill change log.
Your suggestion isn’t helpful because it is trying to fix something that isn’t broken.
PS: Spend regularly $25 at gemstore and you can buy items offered there, so they don’t need to “offer it for free for a $25 subscription”. It’s a contradiction. And you really showed your colors at “maybe an amount of gold/karma/tokens awarded every week as well”.
Btw, to those around here spending time to see that kind of suggestion, take a look at this suggestion. This is the kind of stuff that end-game would benefit.
Your reward by reporting a gold seller is a high chance of him being caught, losing the money invested buying a game copy and a clear map chat. If you think there is too much work for report a gold seller without compensation, don’t do it. Another player will.
Event rewarding should scale with how much time (considering an event that do not start because it’s predecessor in the event chain isn’t often completed) and/or tries since last successful end. It should include drop rates by monsters spawned by/related with this event. That way people would go for different event chains and regions. Since grinding is discouraged but some recipes needs hard to find materials, this approach would give more dynamic to end game, while also spreading it across different maps.
So, this is a suggestion forum, so what is your suggestion? Reduce cd on Plinx chain? Make more regions with events at same time? Stop whining (as you already said, nobody likes one) and make an actual suggestion.
Besides this, I play for a month, brought a ±100k karma rare equipment and then accumulated another ±100k… So, find another event chain (like the Gates of Arah one), go enjoy a zerg in WvW. They did not killed Cursed, people grinding only at this event kills Cursed Shore as nobody goes take a Cathedral stating “I must do Plinx to farm <put your farmed resource here>”.
My actual suggestion on the topic is that events rewarding should scale with how much time (considering an event that do not start because it’s predecessor in the event chain isn’t often completed) and/or tries since last successful end. That should include monsters spawned by this event to give better drop chances. That way people would go for different event chains and regions. Since grinding is discouraged but some recipes needs hard to find materials, this approach would give more dynamic to end game.